The second thing, if crafting materials drop in raids then what’s the point of being a crafter? Why would a crafter need to raid to make crafting gear? It’s the same idea as for why do pvpers have to pve in order to be competitive in pvp? If a crafter has to raid in order to craft the best gear then it sort of defeats the purpose of being a crafter. Sure crafters could probably lessen the hardship of gearing up because they won’t need to rely on the RNG gods for their gear drops.
But if raids dropped materials for crafters to utilize then you know what will happen next? Everyone will become a crafter, literally. Even those who do not find crafting enjoyable will become crafters because they know they can create the best gear from materials dropped in raids. Now some people may believe this to be a good idea as they don’t have to rely on the RNG gods for gear, however; this will kill crafting and what little affects it already has on the economy. Introducing a system like this will make the crafting economy even more useless because as I said before, everyone will become some type of crafter.
However, there are more issues with this idea, or perhaps should I say questions. If raid drops allowed crafters to produce some of the best items in the game, do these items remain BoP or do they become BoE and tradable? If they’re BoP then yes by far everyone will become some sort of crafter and the tradeskill distribution will be skewed as players will pick a craft that greatly benefits their character. In order words, we’ll see an abundance of tradeskills such as armorsmith, weaponsmith, leatherworker, and tailoring, whereas tradeskills such as cooking, alchemy, enchanting, and etc will be low in supply (though I guess we could look at the low supply of consumable crafters as a good thing, if you’re a consumable crafter).
But if items crafted from raid materials are BoE then we can see another problem. If crafters could supply the best gear on the market by raiding for the materials (or even buying the materials from the AH if they’re not BoP) then this would undermine the pve content. The entire purpose of a themepark MMO is to experience the content the developers create. Therefore, for players to experience content, developers develop content in a progression model, meaning you must acquire a certain level of gear to be able to complete the next level of content.
Though if the hardest content allowed crafters to create the best gear and also allowed the gear to be sold on the market, players will be capable of skipping the content and simply purchase the best gear on the auction house. The idea sounds great but really it will just undermine the pve content causing players to clear raids or end game content well before the developers can push out the next development cycle.
So no matter how you look at it, material drops in raids are not a good idea. There are too many cons that will cause harm towards end game crafting or crafting in general. The solutions to make crafting another pillar in the MMO experience are mentioned in various previous posts. But to summarize, gear needs to be removed from NPCs, drops, and quests, and crafting needs to have higher barriers of entry. Not to mention removing NPCs vendors would also be a good start.